Business Core Game Library

One game for every core business course.

Fourteen live classroom simulations on one engine. Students join on their phones in seconds, play three rounds against a real business model, and leave with evidence of what they learned.

14games, one per course
3play modes in every game
45–60minutes per session
0apps or accounts for students

How every game runs

Learn one game and you can run all fourteen. Only the decision screen and the model behind it change from course to course.

1 · JOIN
Scan the QR

Open a game on the projector. Students scan, type a first name, and land in a team with a role.

2 · DECIDE
Predict, then decide

Each round, teams make their decisions and predict their own result. A timer keeps the pace.

3 · REVEAL
The model answers

Results, a leaderboard and an event card that shocks the next round. Three rounds in all.

4 · DEBRIEF
Reflect and export

Podium, awards and debrief questions, then an 80–120 word reflection. Download everything as CSV.

Three ways to play

The facilitator picks the mode before starting. Every game supports all three.

Team

One decision per team. The Lead submits; the Analyst, Treasurer, Risk officer and Voice argue it through. Best for 20–60 students.

Individual

Every student runs their own company in the same market. Computer players fill empty seats, so it works with any class size.

Hybrid

Students decide individually inside a team. Team scores are the average, so you get teamwork and individual evidence.

The library

Each game opens to a page for students (join with a code) and for the facilitator (console with a PIN).

One scoreboard, three dimensions

Every game scores performance on the course KPI, resilience to shocks and stakeholder trust, plus a bonus for accurate predictions.

Score = 100 × (0.5 × performance + 0.25 × resilience + 0.25 × trust) + up to 10 prediction points per round

Facilitators can change the weights before play, and saying them out loud is itself a lesson in what an organisation values.

Facilitator controls

  • Pause, extend or set the timer; step back a round and replay it
  • Pick, draw or write the event card between rounds
  • Move players between teams, make a Lead, add computer players
  • Award or fine a team with a reason that pops up on their phones
  • Message every screen, hide names, freeze or spotlight on the projector
  • Resume after a laptop refresh; export decisions, scores and reflections